
;-----------------------------------------------------8888888888888888888888
;Fatality 1  >>>
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1





[State 430, 31]
type = changeanim
trigger1 = Time = 0
value = 0

[State 430, 31]
type = changeanim
trigger1 = Time = 50
value = 3000


[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3010
p1stateno = 3001
kill = 0
numhits = 0





[Statedef 3001];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3001
sprpriority=0

[State 0, mus]
type = PlaySnd
trigger1 = time =0
value = 3000,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim = 3001 && animelem=5,=0
value = 2323,0;F=common snd
volumescale = 100


[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime= 0 && anim = 3001
value = 3002

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = anim = 3001 && animelem = 5,=1
value = 3011
ID = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim = 3002 && animelem=3,=0
value = 3200,2;F=common snd
volumescale = 200

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = anim = 3002 && animelem=4,=1
value = 3012
ID = -1

[State 2, Upperblood]
type = Helper
trigger1 = anim= 3002 && animelem = 6, = 0
ID = 281111
stateno = 28
pos = 50+random/100, -50
postype = p2
persistent = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = anim= 3002 && animelem = 6, = 10
trigger2 = anim= 3002 && animelem = 6, = 14
trigger3 = anim= 3002 && animelem = 6, = 20
trigger4 = anim= 3002 && animelem = 6, = 25
trigger5 = anim= 3002 && animelem = 6, = 30
name = "gib"
ID = 3005
stateno = 3005
pos = 0,-70
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1





[State 0, END]
type = ChangeState
trigger1 = anim= 3002 && animtime = 0
trigger1 = enemy,stateno = 5150
value =0
ctrl = 1

;gibs
[Statedef 3005];-------------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,1
anim = 888
sprpriority=0

[State 0, VelSet]
type = VelSet
trigger1 = time=5
y = 3
;ignorehitpause = 
;persistent = 


[State 0, gib1]
type = Explod
trigger1 = time=0
anim = F(8210+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0))
ID = 8210
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime =-1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,2
sprpriority = 0
ownpal = 1
random=5,2
;angle=random

[State 0, bld1]
type = Explod
trigger1 = time=0
anim = F(7202+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0))
ID = 7202
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime =-1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,2
sprpriority = 0
ownpal = 1
random=15,2

[State 0, bld1]
type = Explod
trigger1 = time=0
anim = F(7202+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0))
ID = 7202
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime =-1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0
ownpal = 1
random=15,2


[State 0, VelSet]
type = VelSet
trigger1 = pos y >-10
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y >-10 && numexplod(821011)=0
value = F5,17;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent=111111

[State 0, 2]
type = Explod
trigger1 = pos y >-10 && numexplod(821011)=0
anim = F((ifelse(random>500,8215,8210))+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0))
ID = 821011
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime =-1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0
ownpal = 1
random=35,20
angle=random

[State 0, 2]
type = Explod
trigger1 = pos y >-10 && numexplod(821012)=0
anim = F(8213+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0))
ID = 821012
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime =-1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .6,.6
sprpriority =-4
ownpal = 1
random=75,0
angle=random

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =numexplod(821012)>0
id = 7202
;ignorehitpause = 
;persistent = 




;en stand
[Statedef 3010 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-1

[State 0, PalFX]
type = null
trigger1 = time = 0 
time = 1
add = 0,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause = 
;persistent = 

;en hit head
[Statedef 3011 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-1
anim=888

[State 0, invisible]
type = VarSet
trigger1 = time=0
v = 26
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
trigger2 = time = 46
time = 4
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90


[State 0, nogi]
type = Explod
trigger1 = time=0
anim = 6701
ID = 6701
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -5
ownpal = 1

[State 0, puzo]
type = Explod
trigger1 = time=0
anim = 6704
ID = 6704
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -3
ownpal = 1

[State 0, puzo]
type = ModifyExplod
trigger1 = time = 80
ID =6704
sprpriority = 7




[State 0, head]
type = Explod
trigger1 = time=0
anim = 6705
ID = 6705
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 1



[State 0, head]
type = ModifyExplod
trigger1 = time= 20
ID =6705
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 0,1
accel=0,.2
ownpal = 1

[State 0, head]
type = RemoveExplod
trigger1 = time = 46
id = 6705

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=46
value = F5,17;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, head2_ground]
type = Explod
trigger1 = time=46
anim = 6708
ID = 6708
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 3
ownpal = 1
angle=15

[State 0, head2_ground_blood]
type = Explod
trigger1 = numexplod(6708)=1 && numexplod(7206)=0
anim =  F(7200+(const(data.sparkno)*100)+6)
ID = 7206
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,2
sprpriority = -6
ownpal = 1



;en hit puzo
[Statedef 3012 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-1
anim=888

;0-red   1-green      2-black      -1 noblood ;    const(data.sparkno)

[State 0, red]
type = PalFX
trigger1 = time = 0 && const(data.sparkno)=0
time = 999999
add = 206,-256,-206
invertall = 0
color = 256

[State 0, green]
type = PalFX
trigger1 = time = 0 && const(data.sparkno)=1
time = 999999
add = -206,256,-206
invertall = 0
color = 256

[State 0, black]
type = PalFX
trigger1 = time = 0 && const(data.sparkno)>1
time = 999999
add = -256,-256,-256
invertall = 0
color = 256


[State 0, puzo]
type = RemoveExplod
trigger1 = time = 0
id = 6704

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,41;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, puzo-blood]
type = Explod
trigger1 = time=0
anim = 6704
ID = 67042
pos = -2,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -4
ownpal = 0


[State 0, puzo]
type = Explod
trigger1 = time=0
anim = 6704
ID = 6704
pos = 2,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ownpal = 1
angle=-4

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0



[State 200, 7]
type = lifeadd
trigger1 = time = 60
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time =62
value = 5110




;all black "NO"
[Statedef 3099];---------------------------------------------------------------
type    = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
velset=0,0
sprpriority= 0
anim=888



[State 0, worldbg]
type = Explod
trigger1 = numexplod(3099) = 0
anim = 3099
ID = 3099
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = -7
ownpal = 1
removeongethit = 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

;
;
;[State 0, tank]
;type = DestroySelf
;trigger1 = root,stateno=3202
;trigger2 = root,stateno=3942;after car cop
;trigger3 = root,stateno=1904;after RKO




;-----------------------------------------------------8888888888888888888888
;Il be back



;-----------------------------------=============================
; Fatality 2<<<<<
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3100
sprpriority=7

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 7
;ignorehitpause = 
;persistent = 


[State 9130, SetFatal]
type = Varset
trigger1 = time = 1
V = 4
value = 1

[State 0, arc1]
type = Explod
trigger1 = time=4
anim = 3101
ID = 3101
pos = 0,-20
postype = p1;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
scale = .85,.85
sprpriority = -1
ownpal = 1


[State 0, arc2]
type = Explod
trigger1 = animelem=4,=0 && anim = 3100
anim = 3102
ID = 3102
pos = 0,-20
postype = p1;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
scale = .85,.85
sprpriority = 6
ownpal = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=4,=0&& anim = 3100
id = 3101

[State 1, blood]
type = Helper
trigger1 = animelem=7,=0&& anim = 3100
stateno = 7444
pos = 0, 0
postype = p2
facing = 1


[State 0, arc3]
type = Explod
trigger1 = animelem=7,=0&& anim = 3100
anim = 3103
ID = 3103
pos = 0,0
postype = p2;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
bindtime=-1
scale = .85,.85
sprpriority = 2
ownpal = 1
facing=ifelse(facing=1,-1,1)

[State 0, arc3]
type = Explod
trigger1 = animelem=7,=0&& anim = 3100
anim = 3104
ID = 3104
pos = 0,0
postype = p2;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
bindtime=-1
scale = .85,.85
sprpriority =3
ownpal = 1
facing=ifelse(facing=1,-1,1)

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=7,=0&& anim = 3100
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=7,=0&& anim = 3100
value = 1300,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(3103)=1
id = 3102

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3110
kill = 0
numhits = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime= 0 && anim!=0
value = 0

[State 200, 7]
type = changestate
trigger1 = time = 200
value = 0
ctrl=1




[Statedef 3110 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
anim = 5720
facep2=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,35;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, invisible]
type = VarSet
trigger1 = time=4
v = 26
value = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 4
statetype = L



[State 0, Explod]
type = Explod
trigger1 = time = 4
anim = 6708
ID = 6708
pos = 0,-85
postype = p1;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ownpal = 0



[State 200, 7]
type = lifeadd
trigger1 = time = 4
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 7
value = 5110

;-------------------------blood remove- pre fat
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim=0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =3200
ctrl = 0

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = -1
;ignorehitpause = 
;persistent = 


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =6
value = 3200,10;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "boloto2"
ID = 3209
stateno = 3209
pos = 0,00
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0




;==================================
;Fatality 3     VVV
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0



[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 888
ID = 119
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1



[State 9130, SetFatal]
type = Varset
trigger1 = time = 1
V = 4
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = 3200,0;F=common snd
volumescale = 200
channel = 6
loop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =52
value = 1200,0;F=common snd
volumescale = 200



[State 0, Helper]
type = Helper
trigger1 = time=50
name = "boloto"
ID = 1210
stateno = 1210
pos = 0,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 430, hide]
type = changeanim
trigger1 = Time = 50
value = 3200

[State 1000, end]
type = posadd
trigger1 = time=250
x = p2dist x 

[State 430, end]
type = changeanim
trigger1 = time=250
value = 3201

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
kill = 0
numhits = 0
p2stateno=3210
p1stateno = 3201

;---------------------------------------------
;boloto 2
[StateDef 3209]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 888


[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 10005
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =700,20
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 10005
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,20
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 1210
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 1210
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno = 3202
id = 1200

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = 3202
;ignorehitpause = 
;persistent = 


;------------------------------------------------------
[Statedef 3201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time=35
value =3211
ID = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,41;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=6,=0
value = F5,40;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = animtime = 0
value =3212
ID = -1



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =3202
ctrl = 0





;------------------------------------------------------;-------------------------------------------------------------------
;ME - DARK
[Statedef 3202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=888




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = 3200,1;F=common snd
volumescale = 200
channel = 6
loop = 1

[State 0, invisible]
type = VarSet
trigger1 = time=0
v =    26
value = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "NO"
ID = 3099
stateno = 3099
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, dno0far]
type = Explod
trigger1 = time=180
anim = 3214
ID = 3214
pos = 210,130
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = -6
ownpal = 1

[State 0, dno0ver]
type = Explod
trigger1 = time=200
anim = 3213
ID = 3213
pos = 210,260
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 7
ownpal = 1



[State 0, blakCloud]
type = Explod
trigger1 = time=[200,204]
anim = 1210
ID = 20020
pos = 0,-40
postype = p2;  p2,front,back,left,right
facing = 1;1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = 2,2
sprpriority = 0
ownpal = 1
angle=random/3
trans=sub
random=70,30
vel=0,.2

[State 0, ClodMysor]
type = Explod
trigger1 = time=[195,210]
anim =  ifelse(random>500,3215,3240)
ID = 20020
pos = 0,-40
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =200;"-2" odin raz; "-1" forever
vel=0,ifelse(random>500,-3,2)
accel = 0,.1
scale = ifelse(random>500,.5,1),ifelse(random>500,.5,1)
sprpriority = 5
ownpal = 1
angle=random/3
random=130,30

[State 0, ribki];dno
type = Explod
trigger1 = time=[195,202]
anim = 3216
ID = 3216
pos = 200,130
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 220,110
removetime = -1;"-2" odin raz; "-1" forever
scale =  ifelse(random>500,2,1), ifelse(random>500,2,1)
sprpriority = 7
ownpal = 1
angle=random/3

[State 0, ribki];up
type = Explod
trigger1 = time<170
anim = 3216
ID = 3216
pos = 200,300
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 40,0
removetime = 100;"-2" odin raz; "-1" forever
scale =  ifelse(random>500,2,1), ifelse(random>500,2,1)
sprpriority = 7
ownpal = 1
vel=0,ifelse(random>500,-12,-10)
persistent=7

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time = 200
value =3213
ID = -1
;ignorehitpause = 
;persistent = 


[State 0, greenover]
type = Explod
trigger1 = time=0
anim = 3212
ID = 3212
pos = 200,0
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 6
ownpal = 1
scale=30,30

[State 0, up bg]
type = Explod
trigger1 = time=0
anim = 3211
ID = 3211
pos = 200,0
postype = left;  p2,front,back,left,right
vel = 0,-.3
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -4
ownpal = 1

[State 0, 00000oo]
type = Explod
trigger1 = time < 200
anim = 3210
ID = 3210
pos = -20,-70
postype = p2
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0,ifelse(random>500,ifelse(random>500,-10,-7),ifelse(random>500,-6,-4))
random = 40,50
removetime = 40
;scale =  ifelse(random>500,1,.5),ifelse(random>500,1,.5)
sprpriority = ifelse(random>500,-3,5)
ownpal = 1
angle=random
persistent=2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=200
value = 3200,2;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time= 220
value =3203
ctrl = 0



;ME - DARK blood
[Statedef 3203];-----------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=888

[State 0, TargetState]
type = TargetState
trigger1= time=0
value =3214
ID = -1

[State 0, blade]
type = PlaySnd
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
value = 3200,2;F=common snd
volumescale = 100

[State 0, bubble]
type = PlaySnd
trigger1 = time=51
trigger2 = time=101
trigger3 = time=151
value = F5,41;F=common snd
volumescale = 140

[State 0, 00000oo]
type = Explod
trigger1 = time=[50,57]
trigger2 = time=[100,107]
trigger3 = time=[150,157]
trigger4 = time=[200,207]
anim = 3210
ID = 3210
pos = -0,-0
postype = p2
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0,ifelse(random>500,ifelse(random>500,-10,-7),ifelse(random>500,-6,-4))
random = 40,50
removetime = 340
;scale =  ifelse(random>500,1,.5),ifelse(random>500,1,.5)
sprpriority = ifelse(random>500,-3,5)
ownpal = 1
angle=random




[State 1, blood]
type = Helper
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
stateno = 6909
pos = 0, -20
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
stateno = 6908
pos = 0, -20
postype = p2
facing = ifelse(random>500,-1,1)

[State 0, blood1]
type = Explod
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
anim = 3220+(numexplod(123) > 0)+2*(numexplod(321) > 0);7212+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
ID = 3220
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = ifelse(time=200,3,2),2.2
sprpriority = 5
ownpal =1
random=10,0

[State 0, bloodSpot]
type = Explod
trigger1 = time=[60,62]
trigger2 = time=[110,111]
trigger3 = time=[160,162]
trigger4 = time=[210,214]
anim = 3217+(numexplod(123) > 0)+2*(numexplod(321) > 0)
ID = 3217
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = ifelse(random>500,1,2),ifelse(random>500,1,2)
sprpriority = 4
ownpal =1
random=10,80
angle=random
vel=0, ifelse(random>700,-.1,0)

[State 0, ClodMysor]
type = Explod
trigger1 = time=[50,70]
trigger2 = time=[100,120]
trigger3 = time=[150,180]
trigger4 = time=[200,220]
anim =  ifelse(random>500,3215,3240)
ID = 20020
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =1000;"-2" odin raz; "-1" forever
vel=ifelse(random>500,0,ifelse(random>500,-2,2)),ifelse(random>500,-4,-6)
sprpriority = ifelse(random>500,-2,6)
ownpal = 1
angle=random/3
random=40,20
accel=0,.2
trans=none

[State 0, ChangeState]
type = ChangeState
trigger1 = time=310
value =0
ctrl = 1



;en
[Statedef 3210 ];--------------------------------------------------000000000000000000
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,-3
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, invisible]
type = VarSet
trigger1 = time=0
v =    26
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =5
value = 3,11;F=common snd



[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 5050
ID = 5050
pos = 00,00
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = time =5
y = 0

;en
[Statedef 3211 ];--------------------------------------------------000000000000000000
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,10
ctrl=0
sprpriority=1
facep2=1
anim = 888



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 6
id = 5050
;ignorehitpause = 
;persistent = 


;en -dark
[Statedef 3212 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,.5
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, voice]
type = PlaySnd
trigger1 = time =20
value = 3,12;F=common snd
volumescale = 40
channel=4

[State 0, bubble]
type = PlaySnd
trigger1 = time=25
trigger2 = time=50
value = F5,41;F=common snd
volumescale = 140


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 5050

[State 0, me]
type = Explod
trigger1 = time=0
anim = 21238
ID = 21238
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 3
angle=18

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = -120
;ignorehitpause = 
;persistent = 


[Statedef 3213 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 4
;ignorehitpause = 
;persistent = 


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, me]
type = ModifyExplod
trigger1 = time = 0
ID =21238
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 0,10


[Statedef 3214 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=1
anim = 888

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, voice]
type = PlaySnd
trigger1 = time=51
trigger2 = time=101
trigger3 = time=151
value = 3, ifelse(random>500,0,2);F=common snd
volumescale = 40

[State 0, voice]
type = PlaySnd
trigger1 = time=200
value = 4, 1
volumescale = 40

[State 0, ryka]
type = Explod
trigger1 = time=50
trigger2 = time=150
anim = 43052
ID = 43052
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-3,-4)
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
accel = 0,.1

[State 0, ryka]
type = Explod
trigger1 = time=100
trigger2 = time=200
anim = 43053
ID = 43053
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-4,-5)
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
accel = 0,.1

[State 0, ryka]
type = Explod
trigger1 = time=200
anim = 43051
ID = 43051
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-1,-5)
accel = 0,.1
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)

[State 200, 7]
type = lifeadd
trigger1 = time = 300
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 301
value = 5110

;-------------------------------------
;Friendship... Friendship? Again?
[Statedef 3700]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 0
anim=0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 123451

[State 0, over]
type = PlaySnd
trigger1 = time =170
value =3700,1;F=common snd
volumescale = 200



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 220
value = 3700

;[State 0, o]
;type = Explod
;trigger1 = anim =3700 && animelem=6,>30
;anim =  ifelse(random>500,ifelse(random>500,3720,3723),ifelse(random>500,3722,3721))
;ID = 3720
;pos = 58,-95
;postype = p1;  p2,front,back,left,right
;facing = 1;1-2*(random%2)
;vfacing = 1
;bindtime = 6; -1 forever
;vel =  random/200, ifelse(random>500,-2,-3)
;accel = 0, ifelse(random>500,.1,0)
;random = 2,2
;removetime = -2;"-2" odin raz; "-1" forever
;scale =  ifelse(random>500,.6,.7), ifelse(random>500,.6,.7)
;sprpriority =  ifelse(random>800,-2,7)
;ownpal = 1
;persistent=4



[State 0, Helper]
type = Helper
trigger1 = anim =3700 && animelem=6,>30
name = "O"
ID = 3701
stateno = 3701
pos = 58,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =numhelper(3701)>0
value = 3700,0;F=common snd
volumescale = 30+random/10
persistent=16

;[State 0, Helper]
;type = Helper
;trigger1 = time = 0
;name = "NO"
;ID = 3009
;stateno = 3009
;pos = 0,0
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =20
value =3700,3;F=common snd
volumescale = 100
channel = 6
loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=100
channel = 6




[State 0, hackerman]
type = Explod
trigger1 = time=20
anim = 3740
ID = 3740
pos = 0,254
postype = right;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
sprpriority = 6
ownpal = 1
scale=.6,.6
removetime = 310

[State 0, weapon hacking]
type = Explod
trigger1 = time=20
anim = 3712
ID = 3712
pos = 200,230
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 230;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =120
value = f5,51;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =130
value = f5,23;F=common snd
volumescale = 100


[State 0, w]
type = Explod
trigger1 = time=120
anim = 3710
ID = 3710
pos = 0,-170
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 5
ownpal = 1

[State 0, w]
type = Explod
trigger1 = time=130
anim = 3711
ID = 3711
pos = 2,-175
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 6
ownpal = 1

[State 0, w]
type = Explod
trigger1 = time=140
anim = 3713
ID = 3713
pos = 2,-180
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =216
value = F5,152;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =250
value = 3700,2;F=common snd
volumescale = 100




[State 0, Helper]
type = Helper
trigger1 = anim =3700 && animelem=8,=1
name = "me"
ID = 3702
stateno = 3702
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3710
kill = 0
numhits = 0

[State 0, invisible]
type = VarSet
trigger1 = numhelper(3702)=1
v =    26
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(3702)=1
flag = invisible

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(3702)=1
value =0
ctrl = 1


;balls
[Statedef 3701 ];--------------------------------------------------
type = S;CALU
movetype=I;IHU
physics=N;SCAU
velset=0,0
anim=3730
ctrl=0
sprpriority=-7




[State 0, SprPriority]
type = SprPriority
trigger1 = time = 6
value = 6

[State 0, over light]
type = Explod
trigger1 = time=6
anim = 3732
ID = 3732
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = var(10)-7;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 1




[State 0, PosSet]
type = posadd
trigger1 = time=0
x =  ifelse(random>500,-2,2)
y =  ifelse(random>500,-2,2)


[State 0, PalFX]
type = PalFX
trigger1 = time=0
time = 10000
add = (random-500)/2,(random-500)/2,(random-500)/2

[State 0, add < 0 >]
type = VarRandom
trigger1 = time=0
v = 8
range = 0,2

[State 0, down]
type = VarRandom
trigger1 = time=0
v = 9
range = 0,1

[State 0, time]
type = VarRandom
trigger1 = time=0
v = 10
range = 10,60

[State 0, x]
type = VarRandom
trigger1 = time=0
v = 11
range = 1,3

[State 0, y]
type = VarRandom
trigger1 = time=0
v = 12
range = -3,1

[State 0, VelSet]
type = VelSet
trigger1 = time=6
x = var(11)
y = var(12)

[State 0, ADDD]
type = VelAdd
trigger1 =  var(9)=1 && time>6
y = ifelse(vel y >-3,-.2,0)

[State 0, ADDD]
type = VelAdd
trigger1 =   time>6
x= ((var(8)-1)/10)*6

[State 0, boom]
type = VelSet
trigger1 = anim=3731
x = 0
y = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time = var(10)
value = 3731


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && anim =3731


;fake bubbler
[Statedef 3702 ];--------------------------------------------------
type = S;CALU
movetype=I;IHU
physics=N;SCAU
velset=0,0
anim=3701
ctrl=0
sprpriority=0

[State 0, Helper]
type = Helper
trigger1 = 1
name = "O"
ID = 3701
stateno = 3701
pos = 58,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =1
value = 3700,0;F=common snd
volumescale = 30+random/10
persistent=16

[Statedef 3710];------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0 
value = 888

[State 0, hero]
type = Explod
trigger1 = time=0
anim = 0
ID = 5300
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value =3012
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;---------------------------------------------------------------------------------------------
;animality
[Statedef 3800]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
sprpriority = 0
anim=0

[State 0, laser]
type = PlaySnd
trigger1 = time=[40,144]
value = 3800,0;F=common snd
volumescale = 100+(random/10)
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 10

[State 0, laser2]
type = PlaySnd
trigger1 = time=20
value = 3800,1;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, groundhit]
type = Explod
trigger1 = time=[40,144]
anim = 1006
ID = 3812
pos = 80,0
postype = p2;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 200,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  ifelse(random>500,-2,7)
ontop = 0
ownpal = 1
persistent=10
angle=-90

[State 0, lasers]
type = Explod
trigger1 = time=[30,110]
anim =  ifelse(random>500,3812,3811)
ID = 3812
pos = 0,0
postype = p2;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 250,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  ifelse(random>500,-2,7)
ontop = 0
ownpal = 1
persistent=7

[State 0, laser horisont]
type = Explod
trigger1 = time=[30,140]
anim = 3810
ID = 3810
pos = -200,-126
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel =  20,0
random = 4,100
removetime =40;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,.7,1), ifelse(random>500,.7,1)
sprpriority = 2
ontop = 0
ownpal = 1
persistent=20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 40
value = 888

[State 0, me out]
type = Explod
trigger1 = time=40
anim = 3805
ID = 3805
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = -10,-5
accel = 0,.1
removetime = 30;"-2" odin raz; "-1" forever
sprpriority = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = time  =130
name = "DINO"
ID = 3805
stateno = 3805
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = enemy,stateno = 5150 && anim != 3806
trigger1 = numhelper(3805)=0
value = 3806

[State 0, bonz]
type = Explod
trigger1 =  anim = 3806 && animtime = 0
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-4,-5)
accel = 0,.3
random = 0,0
removetime = 28;"-2" odin raz; "-1" forever
pausemovetime = 0
angle=random/3

[State 0, bonz]
type = Explod
trigger1 =  anim = 3806 && animtime = 0
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = 20,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-4,-5)
accel = 0,.3
random = 0,0
removetime = 28;"-2" odin raz; "-1" forever
pausemovetime = 0
angle=random/3

[State 0, EnvShake]
type = EnvShake
trigger1 =  anim = 3806 && animtime = 0
time = 10
freq = 60
ampl = -4
phase = 90

[State 0, footstep]
type = PlaySnd
trigger1 =  anim = 3806 && animtime = 0
value = F7,3;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, ChangeState]
type = ChangeState
trigger1 =  anim = 3806 && animtime = 0
value =0
ctrl =1





;Dinozavrik
[Statedef 3805];---------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0


[State 0, fly]
type = ChangeAnim
trigger1 = time=0
trigger1 = prevstateno != 3805
value = 3800

[State 0, fly]
type = PosSet
trigger1 = time=0
trigger1 = anim = 3800
y = -200

[State 0, fly]
type = PosAdd
trigger1 = time>0 
trigger1 = anim = 3800
y = 20

[State 0, fly]
type = ChangeState
trigger1 = time>0 
trigger1 = pos y > -1
trigger1 = anim = 3800
value =stateno
anim = 3801
ctrl = 0
;========================

[State 0, EnvShake]
type = EnvShake
trigger1 = time=0 
trigger1 = anim = 3801
time = 10
freq = 60
ampl = -4
phase = 90

[State 0, footstep]
type = PlaySnd
trigger1 = time =0
trigger1 = anim = 3801
value = F7,3;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, laser2]
type = PlaySnd
trigger1 = time=82 
trigger1 = anim = 3802
value = 3800,1;F=common snd
volumescale = 200
channel = 4
loop = 1

[State 0, laser2]
type = PlaySnd
trigger1 = time=80 
trigger1 = anim = 3801
value = 3800,2;F=common snd
volumescale = 200



[State 0, FIRE]
type = ChangeAnim
trigger1 = time=80 
trigger1 = anim = 3801
value = 3802

[State 0, laser]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>2
trigger1 = p2stateno = 3810
anim = 3810
ID = 3810
pos = 56,-98
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 3; -1 forever
vel =  ifelse(random>500,10,13),0
random = 4,2
removetime =60;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,.7,1), ifelse(random>500,.7,1)
sprpriority = 2
ontop = 0
ownpal = 1
persistent=4

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3810
kill = 0
numhits = 0

[State 0, p2hit]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>5
trigger1 = p2stateno = 3810
anim = 1006
ID = 3812
pos = 0,-98
postype = p2;  p2,front,back,left,right
facing =1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 25,17
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,.6
sprpriority =  7
ontop = 0
ownpal = 1
persistent=5
angle= ifelse(random>500,10,0)

[State 0, p2hit2smoke]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>2
trigger1 = p2stateno = 3810 && enemy,time>15
anim = 20020
ID = 3812
pos = 0,-44
postype = p2;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 25,17
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  5
ontop = 0
ownpal = 1
persistent=3
angle= random
vel=-1,-4
trans=add

[State 0, StopSnd]
type = StopSnd
trigger1 =  numhelper(3809)!=0
channel = 4
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 = p2stateno = 3811 && numhelper(3809)=0
name = "BOOOOM"
ID = 3809
stateno = 3809
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, wait after fire]
type = ChangeState
trigger1 = p2stateno = 3811
trigger1 =  anim = 3802
value =stateno
ctrl = 0
anim = 3803

;======================
[State 0, run awai]
type = ChangeState
trigger1 =  anim = 3803
trigger1 = time > 140
value =stateno
ctrl = 0
anim = 3804

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3804 && time = 0
value = 2000,0;F=common snd
volumescale = 100



[State 0, VelSet]
type = VelSet
trigger1 = anim = 3804 && time = 0
x = 4

[State 0, VelSet]
type = Veladd
trigger1 = anim = 3804 && time > 0
x = .2


[State 0, bonz]
type = Explod
trigger1 = time>2
trigger1 = anim = 3804
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel =  ifelse(random>500,-2,-3), ifelse(random>500,-4,-5)
accel = 0,.4
random = 10,10
removetime = 24;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ownpal = 0
removeongethit = 0
angle=random/3
persistent =4

trigger1 = anim = 3804
[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim = 3804
trigger1 = time > 80
;ignorehitpause = 
;persistent = 



;bone boom
[Statedef 3809];---------------------------------------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 0
anim = 888

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = F5,0;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = 3800,2;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = 1400,1;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =20
value =f5,17;F=common snd
volumescale = 200

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 11111
add = 200,0,0

[State 0, EnvShake]
type = EnvShake
trigger1 = time=0 
time = 20
freq = 60
ampl = -4
phase = 90

[State 0, boom]
type = Explod
trigger1 = time=0
anim = F7230
ID = 7230
pos = 0,-60
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority = 7
ontop = 0
ownpal = 0

[State 0, boom]
type = Explod
trigger1 = time=0
anim = F7230
ID = 7230
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,2
sprpriority = 7
ontop = 0
ownpal = 0
vel=0,-2

[State 2, Roundhouseblood]
type = Helper
trigger1 = time=0
ID = 6900
stateno = 6900
pos = 0, -40
postype = p1
persistent = 0
ignorehitpause = 1
ownpal=0

[State 0, p2hit2smoke]
type = Explod
trigger1 =  time>100
anim = 20020
ID = 3812
pos = 0,0
postype = p1;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 175,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority =  6
ontop = 0
ownpal = 1
angle= random
vel=0,-.4
trans=add

;p2
[Statedef 3810 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 5000

[State 0, PalFX]
type = PalFX
 trigger1 = time> 0
time = 100
add =(time*2),-(time),-(time)
color = 256-(time*2)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =100
value = 3,12;F=common snd
volumescale = 100



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
value =3811
ctrl = 0


[Statedef 3811 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1;F=common snd
volumescale = 100



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 888

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 50
value =3012
ctrl = 0


;---------------------------------------------------------------------------
[Statedef 3599]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
facep2 = 1

[State 200, 7]
type = varset
trigger1 = 1
v = 4
value = 6

[State 200, 7]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 7]
type = posset
trigger1 = pos y != var(57)
y = var(57)

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7441
pos = 0, -12
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7444
pos = 0, 4
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7460
pos = 0, -30
postype = p2
ignorehitpause = 1

[State 200, 7]
type = selfstate
trigger1 = time = 250
value = 0
ctrl = 1